meta data for this page
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revision | |||
pg_extend_trunk_texture [2023/04/03 18:19] – steph.jorgensen | pg_extend_trunk_texture [2023/04/03 18:19] (current) – steph.jorgensen | ||
---|---|---|---|
Line 8: | Line 8: | ||
In order to use a 3d scan, you must first import the mesh as a [[kcmeshes|mesh asset]]. Next, create a [[toolmaterialsassetsbar|material asset]] that uses the textures associated with the scan. Be sure to associate the mesh asset with the material. | In order to use a 3d scan, you must first import the mesh as a [[kcmeshes|mesh asset]]. Next, create a [[toolmaterialsassetsbar|material asset]] that uses the textures associated with the scan. Be sure to associate the mesh asset with the material. | ||
- | {{ ::pg_asset_setup.jpg | + | {{pg_asset_setup.jpg}} |
Meshes must be a single model that can have a single material on it. Photogrammetry meshes are typically saved as single meshes with unwrapped UV data that correspond to a texture atlas. | Meshes must be a single model that can have a single material on it. Photogrammetry meshes are typically saved as single meshes with unwrapped UV data that correspond to a texture atlas. | ||
Line 15: | Line 15: | ||
Once you have assets in place you'll use a [[mesh_generator|Mesh generator]] to make it part of your model. | Once you have assets in place you'll use a [[mesh_generator|Mesh generator]] to make it part of your model. | ||
- | {{ ::pg_mesh_generator.jpg? | + | {{pg_mesh_generator.jpg? |
> | > | ||
Line 23: | Line 23: | ||
You should see a [[stitch_generator|Stitch generator]] and a [[branch_generator|Branch generator]] added to the trunk as pictured below. | You should see a [[stitch_generator|Stitch generator]] and a [[branch_generator|Branch generator]] added to the trunk as pictured below. | ||
- | {{ ::pg_stitch_texture.jpg? | + | {{pg_stitch_texture.jpg? |
=====Choose a good material for the child===== | =====Choose a good material for the child===== | ||
Line 31: | Line 31: | ||
The Stitch will be placed near the center of the mesh. It may be in a valid location but probably isn't. Switch to node editing mode, select either the stitch ring (if it's not valid) or the stitch geometry (if it is valid) and move the Stitch to the desired location. | The Stitch will be placed near the center of the mesh. It may be in a valid location but probably isn't. Switch to node editing mode, select either the stitch ring (if it's not valid) or the stitch geometry (if it is valid) and move the Stitch to the desired location. | ||
- | {{ ::pg_move_stitch.gif | + | {{pg_move_stitch.gif}} |
You must leave enough trunk geometry beyond the stitch location to be used in the blending process. | You must leave enough trunk geometry beyond the stitch location to be used in the blending process. | ||
Line 40: | Line 40: | ||
Now that you have the Stitch where you'd like it, it's time to make the blend region as seamless as possible. | Now that you have the Stitch where you'd like it, it's time to make the blend region as seamless as possible. | ||
- | {{ ::pg_edit_stitch.gif | + | {{pg_edit_stitch.gif}} |
There will typically be a little bit of back and forth between blend settings, child positioning, | There will typically be a little bit of back and forth between blend settings, child positioning, | ||
Line 47: | Line 47: | ||
Now that the stitch is valid and the texture preview is satisfactory, | Now that the stitch is valid and the texture preview is satisfactory, | ||
- | {{ ::pg_stitch_blend.jpg | + | {{pg_stitch_blend.jpg}} |
> | > | ||
Line 54: | Line 54: | ||
Use traditional SpeedTree techniques to add a procedural branch structure and leaf canopy to the model. | Use traditional SpeedTree techniques to add a procedural branch structure and leaf canopy to the model. | ||
- | {{ ::pg_stitch_blend_full.jpg | + | {{pg_stitch_blend_full.jpg}} |
> | > |